mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-27 09:50:52 -05:00
added Demo.rounded
This commit is contained in:
parent
120157d6fd
commit
d41b396c7f
3 changed files with 101 additions and 20 deletions
|
@ -33,6 +33,7 @@
|
|||
<option value="mixedSolid">Solid Rendering</option>
|
||||
<option value="newtonsCradle">Newton's Cradle</option>
|
||||
<option value="wreckingBall">Wrecking Ball</option>
|
||||
<option value="rounded">Rounded Corners (Chamfering)</option>
|
||||
<option value="views">Views</option>
|
||||
<option value="sprites">Sprites</option>
|
||||
<option value="pyramid">Pyramid</option>
|
||||
|
|
112
demo/js/Demo.js
112
demo/js/Demo.js
|
@ -81,35 +81,104 @@
|
|||
|
||||
Demo.mixed = function() {
|
||||
var _world = _engine.world;
|
||||
|
||||
Demo.reset();
|
||||
|
||||
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
|
||||
Demo.reset();
|
||||
|
||||
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
|
||||
var sides = Math.round(Common.random(1, 8));
|
||||
|
||||
// triangles can be a little unstable, so avoid until fixed
|
||||
// TODO: make triangles more stable
|
||||
sides = (sides === 3) ? 4 : sides;
|
||||
|
||||
// round the edges of some bodies
|
||||
var chamfer = null;
|
||||
if (sides > 2 && Math.random() > 0.7) {
|
||||
chamfer = {
|
||||
radius: 10
|
||||
};
|
||||
}
|
||||
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
case 0:
|
||||
if (Math.random() < 0.8) {
|
||||
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
|
||||
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
|
||||
} else {
|
||||
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
|
||||
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
var sides = Math.round(Common.random(1, 8));
|
||||
|
||||
// triangles can be a little unstable, so avoid until fixed
|
||||
// TODO: make triangles more stable
|
||||
sides = (sides === 3) ? 4 : sides;
|
||||
|
||||
return Bodies.polygon(x, y, sides, Common.random(20, 50));
|
||||
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
World.add(_world, stack);
|
||||
|
||||
var renderOptions = _engine.render.options;
|
||||
};
|
||||
|
||||
Demo.rounded = function() {
|
||||
var _world = _engine.world;
|
||||
|
||||
Demo.reset();
|
||||
|
||||
//_engine.timing.timeScale = 0;
|
||||
|
||||
World.add(_world, [
|
||||
Bodies.rectangle(200, 200, 100, 100, {
|
||||
chamfer: {
|
||||
radius: 20
|
||||
}
|
||||
}),
|
||||
|
||||
Bodies.rectangle(300, 200, 100, 100, {
|
||||
chamfer: {
|
||||
radius: [90, 0, 0, 0]
|
||||
}
|
||||
}),
|
||||
|
||||
Bodies.rectangle(400, 200, 200, 200, {
|
||||
chamfer: {
|
||||
radius: [150, 20, 40, 20]
|
||||
}
|
||||
}),
|
||||
|
||||
Bodies.rectangle(200, 200, 200, 200, {
|
||||
chamfer: {
|
||||
radius: [150, 20, 150, 20]
|
||||
}
|
||||
}),
|
||||
|
||||
Bodies.rectangle(300, 200, 200, 50, {
|
||||
chamfer: {
|
||||
radius: [25, 25, 0, 0]
|
||||
}
|
||||
}),
|
||||
|
||||
Bodies.polygon(200, 100, 8, 80, {
|
||||
chamfer: {
|
||||
radius: 30
|
||||
}
|
||||
}),
|
||||
|
||||
Bodies.polygon(300, 100, 5, 80, {
|
||||
chamfer: {
|
||||
radius: [10, 40, 20, 40, 10]
|
||||
}
|
||||
}),
|
||||
|
||||
Bodies.polygon(400, 200, 3, 50, {
|
||||
chamfer: {
|
||||
radius: [20, 0, 20]
|
||||
}
|
||||
})
|
||||
]);
|
||||
|
||||
var renderOptions = _engine.render.options;
|
||||
renderOptions.showAxes = true;
|
||||
renderOptions.showCollisions = true;
|
||||
};
|
||||
|
||||
Demo.views = function() {
|
||||
var _world = _engine.world;
|
||||
|
||||
|
@ -293,15 +362,15 @@
|
|||
|
||||
Demo.reset();
|
||||
|
||||
scale = 0.8;
|
||||
scale = 0.9;
|
||||
World.add(_world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale));
|
||||
|
||||
scale = 0.7;
|
||||
scale = 0.8;
|
||||
World.add(_world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale));
|
||||
|
||||
World.add(_world, [
|
||||
Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
|
||||
Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
|
||||
Bodies.rectangle(200, 150, 650, 20, { isStatic: true, angle: Math.PI * 0.06 }),
|
||||
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
|
||||
Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })
|
||||
]);
|
||||
|
||||
|
@ -941,6 +1010,11 @@
|
|||
World.add(_engine.world, _mouseConstraint);
|
||||
});
|
||||
|
||||
Events.on(_inspector, 'play', function() {
|
||||
_mouseConstraint = MouseConstraint.create(_engine);
|
||||
World.add(_engine.world, _mouseConstraint);
|
||||
});
|
||||
|
||||
Events.on(_inspector, 'selectStart', function() {
|
||||
_mouseConstraint.constraint.render.visible = false;
|
||||
});
|
||||
|
|
|
@ -233,7 +233,13 @@ var Composites = {};
|
|||
wheelYOffset = 0;
|
||||
|
||||
var car = Composite.create({ label: 'Car' }),
|
||||
body = Bodies.trapezoid(xx, yy, width, height, 0.3, { groupId: groupId, friction: 0.01 });
|
||||
body = Bodies.trapezoid(xx, yy, width, height, 0.3, {
|
||||
groupId: groupId,
|
||||
friction: 0.01,
|
||||
chamfer: {
|
||||
radius: 10
|
||||
}
|
||||
});
|
||||
|
||||
var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
|
||||
groupId: groupId,
|
||||
|
|
Loading…
Reference in a new issue